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[Plugin] Trinity Fork (Kite/Avoidance)

Yeah I'll try that. I just don't understand it, because I have a pretty decent machine. When I play manually I run at 60 fps minimum (on high graphics), so it's super confusing. Something else I just noticed, is that when I die it instantly goes back up to 15 (what I have it set to), then after I revive it goes back down. :confused:
 
How does the WD run with this? I've never bothered with one before :o.
 
How does the WD run with this? I've never bothered with one before :o.

Tried WD 2 days ago with the "old" plugin - mine was shitty equipped, but didn't died at all even in t5. I guess it's worth the try man - this "modded" plugin is far the best i've seen in the whole forum since i started botting d3. Since buddy cares about what he's doing - not like other dev's around here tho.


@BuddyMe im gonna attach some snaps of my log from my last session (stopped in manually since it went back through the portal after forcec townrun instead of talking to orek & opening a new rift. My bot just kept in exploring a fully explored map - didn't used portal to next floor even while he was next to it.
 

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BuddyMe, which build would you recommend between Carneval and Harvest?
 
Cant wait to try it when I get home tomorrow!

Random thought: WW Barb is looking to be one of the top specs (probably after DH) for next season, any chance you could implement that when you are looking at Raekor?

As Always, Appreciate all the work!

Ps- Send me a pm if that key bot is still up to date on the non-free side.
 
Ps- Send me a pm if that key bot is still up to date on the non-free side.

Same here please!

A couple of observations about the Monk CR (running the TrinityCombatOnly.xml):
- It seems to let Taeguk stacks drop surprisingly often. Unsure if it's lag, the CR, or if it's something to do with the .xml
- It seems to have a fairly conservative range when using Tzo Krin's Gaze with Explosive Light. The damage radius of the rune from the point of impact is insanely huge.

A couple of questions about TrinityCombatOnly usage:
- How can I disable the automatic casting of certain abilities, in this case WoL and Dashing Strike? I'm running T6 speed rifts and it's easier if I control that myself. I'm assuming I'd delete some sections of the MonkCombat.cs?
- Besides disabling all movement, are there any other obvious CPU hogs that I can disable to optimise CombatOnly?
 
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:p

Nop the community still KeyBot across the throat, and I understand them.
Besides, I may be soon updating it (for free this time).

#crying
Damn those days were rudes, spent hundreds of hours on GSR for 20$, Worth tits ! went to mcdonalds.

Keep on going, rrrix is back and is probably gonna merge most of the changes into the main project ;)
 
@BuddyMe im gonna attach some snaps of my log from my last session (stopped in manually since it went back through the portal after forcec townrun instead of talking to orek & opening a new rift. My bot just kept in exploring a fully explored map - didn't used portal to next floor even while he was next to it.
Trinity issue but exist in the original too (i don't now how to fix this)
BuddyMe, which build would you recommend between Carneval and Harvest?
Harvester !
#crying
Damn those days were rudes, spent hundreds of hours on GSR for 20$, Worth tits ! went to mcdonalds.

Keep on going, rrrix is back and is probably gonna merge most of the changes into the main project ;)
jerry, I'll throw myself on kickstarter ;)
patch 2.2 is coming. any idea in mind?:)
tell me !

Updated :D
Thank you all, I'm really happy with the current result, the new clustering works very well. Do not hesitate to report

Edit:
CHANGE LOG :
beta v0.6.9.3
- Player.IsRanged check class&stuff
- Load combat settings on Save event
- Crusader: Phalanx range adjustement
- Avoidance: better avoidance for melee gameplay
- Movement:
--- QueuedMovement now use unstuckHandler()
--- New MoveType: KeepMoving (priority = 2/5)
--- Queue reworked
- New clustering (performance/quality++)
--- New TrinityCacheObject member, ClusterPosition(f range)
--- New Grid clustering
--- NearbyUnits now use dictionary (performance)
--- Clustering now check trinity settings (trashPackClusterRadius/Size)
- Monk now use new clustering
- DashingStrike new logic
- WoL new logic
- WD now use new clustering
 
Thanks for the update! <3. Something that's a little confusing is the "Kill Radius" under the DB misc settings (NOT Trinity). Any class/build specific optimisations there, or is the default 35 generally fine? My WD I'm leveling now weaves through AoE like a boss, and kites so fluidly it's hard to believe it's even a bot!
 
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Hello BuddyMe,

I'm trying out this new 0.9.6.3 version on my monk for like 30 mins and looks great. But there's an "Error in HandleTarget" happening a lot. I'm using latest DB Beta, latest QT, your Trinity and settings on a fresh install.

...
...
...
[QuestTools][SafeMoveToTag] Initialized questId="312429" stepId="2" x="1094" y="776" z="0" pathPrecision=5 MoveResult=Moved statusText=SafeMoveToTag: IsDone: False, PathPrecision: 5, StraightLinePathing: False, UseNavigator: False, X: 1094, Y: 776, Z: 0, Position: <1094, 776, 0>, PathPointLimit: 250, Timeout: 180, AllowLongDistance: False, QuestId: 312429, StepId: 2, ObjectiveIndex: -1, QuestName: Quest Id: 4C46D, IgnoreReset: False, IsDoneCache: False, Behavior: null,
[Trinity] Error in HandleTarget: System.NullReferenceException: Object reference not set to an instance of an object.
at Trinity.GridMap.GetBestMeleeNode(Vector3 origin, Single radius, Single maxRange, Boolean useWeights, Boolean includeUnitsInAoe, Boolean useDefault) in c:\...\DemonbuddyBETA\Plugins\Trinity\Movement\Grid\GridMap.cs:line 71
at Trinity.TrinityCacheObject.ClusterPosition(Single range) in c:\...\DemonbuddyBETA\Plugins\Trinity\Cache\TrinityCacheObject.cs:line 368
at Trinity.Combat.Abilities.MonkCombat.GetPower() in c:\...\DemonbuddyBETA\Plugins\Trinity\Combat\Abilities\MonkCombat.cs:line 271
at Trinity.Trinity.AbilitySelector(Boolean IsCurrentlyAvoiding, Boolean UseOOCBuff, Boolean UseDestructiblePower) in c:\...\DemonbuddyBETA\Plugins\Trinity\Combat\AbilitySelector.cs:line 94
at Trinity.Trinity.HandleAssignAbilityTask() in c:\...\DemonbuddyBETA\Plugins\Trinity\Combat\HandleTarget.cs:line 690
at Trinity.Trinity.HandleTarget() in c:\...\DemonbuddyBETA\Plugins\Trinity\Combat\HandleTarget.cs:line 133
[Trinity] Your bot got stuck! Trying to unstuck (attempt #1 of 10 attempts) Act="OpenWorld" questId="312429" stepId="2" worldId="288454"
[Trinity] Your bot got stuck! Trying to unstuck (attempt #2 of 10 attempts) Act="OpenWorld" questId="312429" stepId="2" worldId="288454"
...
...
...
Behavior: Zeta.Bot.ActionRunCoroutine,
Loaded profile Rift Bot
ToggleTargeting, new values: Looting:True LootRadius:150 Combat:True KillRadius:80
[Trinity] Error in HandleTarget: System.NullReferenceException: Object reference not set to an instance of an object.
at Trinity.Trinity.SetQueuedKiteMovement() in c:\...\DemonbuddyBETA\Plugins\Trinity\Combat\HandleTarget.cs:line 1064
at Trinity.Trinity.HandleTarget() in c:\...\DemonbuddyBETA\Plugins\Trinity\Combat\HandleTarget.cs:line 104
[QuestTools][MoveToMapMarkerTag] World changed (288454 to 288685), destinationWorlId=-1, finished questId=312429 stepId=2 actorId=0 exitNameHash=1938876094 isPortal=True destinationWorldId=-1 pathPointLimit=250 interactAttempts=5 interactRange=8.316568 pathPrecision=20 x="0" y="0" z="0" IsRift
...
...
...

When those happens, sometimes the bot gets "frozen" doing nothing until I manually force the char to walk or until the bot gets restarted due inactivity.
If you need any log file, please let me know (and tell me where I can find them inside DB folder :D).
Another thing is that the bot is not selling the health potions anymore. On settings Potion Cap:0 and Sell Extra Potions enabled.
It's amazing how your releases are getting better and better with new things...
Thank you, BuddyMe.

Do you mind sharing your item rules please? :D
 
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Unfortunately im getting this errors with the latest beta update :( (playing for DH).

Code:
[Trinity] Error in HandleTarget: System.NullReferenceException: Object reference not set to an instance of an object.
   at Trinity.Trinity.SetQueuedKiteMovement() in c:\Users\Home\Desktop\db\Plugins\Trinity\Combat\HandleTarget.cs:line 1064
   at Trinity.Trinity.HandleTarget() in c:\Users\Home\Desktop\db\Plugins\Trinity\Combat\HandleTarget.cs:line 104
 
wow already new update, thats awesome.
Used the previous version of beta and must say it is working amazing, clearing 40 grift with a 1-2 mins to spare with like <2 deaths per hour.They are caused if there is plenty of mobs/elites at the start of level or in some tight spaces.
All the rest is working much much better, the vaulting is great, he is keeping the dmg buff from hexing pants like 99.9% of the time, also kite mode is perfect, my Pride's Fall is almost always up.
What would make this better then human play is taeguk buff could be kept a bit better but i know this is really tough to do.
 
What would make this better then human play is taeguk buff could be kept a bit better but i know this is really tough to do.

I noticed this on my Monk as well. Would definitely help a lot.

I know Zei's is supported for DH, but do you have any plans to extend it to Monk (T6 Fire w/ Tzo's)?
 
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Hmm that is weird my monk has almost 100% Taeguk uptime with sweeping winds spam. It sometimes drop on loading new level if the load time is high. Can't wait to run this over night for my 41 keys.
 
Unfortunately im getting this errors with the latest beta update :( (playing for DH).

Code:
[Trinity] Error in HandleTarget: System.NullReferenceException: Object reference not set to an instance of an object.
   at Trinity.Trinity.SetQueuedKiteMovement() in c:\Users\Home\Desktop\db\Plugins\Trinity\Combat\HandleTarget.cs:line 1064
   at Trinity.Trinity.HandleTarget() in c:\Users\Home\Desktop\db\Plugins\Trinity\Combat\HandleTarget.cs:line 104

Same here. Runs the Trials fine but that pops up when it enters the greater rift
 
v0.6.9.3
My new bot record: Cleared a 44 in 10:XX
Didn't see the run but I haven't pushed DH by hand just to see what the bot could do, so its my new personal best.

I have it on all default v0.6.9.3 settings so far except I noticed better botting when I turn off health globes. Using 100% typical vault physical cluster build.

From what I have seen, I still get the occasional 'Vault in, die, ghost further, die a lot' but i've only seen that twice so far.

tell me !

Strafe Rain 2.2
Natty Ice Strafe of Vengeance (GR 49+) Patch 2.2.0 - VIDEO Included - Demon Hunter - Diablo III Builds - Diablo Fans
Havn't given this a test just yet, but worth a look into as it should be a top 1-3 popular build

WW/Rend 2.2
2.2 - Whirlwind/Rend (5x IK / 3x Wastes) - Barbarian - Diablo III Builds - Diablo Fans
Bot runs WW fairly decent right now, but really messes up when rend is added
 
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